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CMakeLists.txt
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CMakeLists.txt
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# CMake entry point
cmake_minimum_required (VERSION 2.6)
project (lab_project)
# CMakeLists modified from: http://www.opengl-tutorial.org/download/
find_package(OpenGL REQUIRED)
if( CMAKE_BINARY_DIR STREQUAL CMAKE_SOURCE_DIR )
message( FATAL_ERROR "Please select another Build Directory ! (and give it a clever name, like bin_Visual2012_64bits/)" )
endif()
if( CMAKE_SOURCE_DIR MATCHES " " )
message( "Your Source Directory contains spaces. If you experience problems when compiling, this can be the cause." )
endif()
if( CMAKE_BINARY_DIR MATCHES " " )
message( "Your Build Directory contains spaces. If you experience problems when compiling, this can be the cause." )
endif()
# Compile external dependencies
add_subdirectory (external)
# On Visual 2005 and above, this module can set the debug working directory
list(APPEND CMAKE_MODULE_PATH "${CMAKE_SOURCE_DIR}/external/rpavlik-cmake-modules-1c73e35")
list(APPEND CMAKE_MODULE_PATH "${CMAKE_SOURCE_DIR}/external/sfml-cmake-modules")
include(FindSFML)
find_package(SFML COMPONENTS audio system)
include(CreateLaunchers)
include(MSVCMultipleProcessCompile) # /MP
if(INCLUDE_DISTRIB)
add_subdirectory(distrib)
endif(INCLUDE_DISTRIB)
#Source: http://stackoverflow.com/questions/2368811/how-to-set-warning-level-in-cmake
if(MSVC)
# Force to always compile with W4
if(CMAKE_CXX_FLAGS MATCHES "/W[0-4]")
string(REGEX REPLACE "/W[0-4]" "/W4" CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS}")
else()
set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} /W4")
endif()
elseif(CMAKE_COMPILER_IS_GNUCC OR CMAKE_COMPILER_IS_GNUCXX)
# Update if necessary
#-Wno-comment Will disable a commom warning when you are using GLM lib
#-Wno-variadic-macros Is to permit the use of ... on the debug macros
set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -std=c++11 -g -W -Wall -Wno-long-long -Wno-comment -pedantic -Wno-variadic-macros -Wno-reorder")
endif()
IF(${CMAKE_SYSTEM_NAME} MATCHES "Darwin")
SET(CMAKE_CXX_COMPILER "/usr/bin/clang++")
set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -stdlib=libc++ -Wno-c++11-extensions")
ENDIF()
include_directories(
external/glfw-3.0.3/include/
external/glm/
external/glew-1.9.0/include/
external/freetype2/
/usr/include/freetype2
/usr/local/include/freetype2
project/engine/headers/
project/flood-fill/headers/
${SFML_INCLUDE_DIR}
)
set(ALL_LIBS
${OPENGL_LIBRARY}
GLFW_303
GLEW_190
freetype
${SFML_LIBRARIES}
)
link_directories(
/usr/local/lib/
)
add_definitions(
-DTW_STATIC
-DTW_NO_LIB_PRAGMA
-DTW_NO_DIRECT3D
-DGLEW_STATIC
-D_CRT_SECURE_NO_WARNINGS
)
add_executable(
main
### Flood Fill Files ###
#Source Files
project/flood-fill/source/main.cpp
project/flood-fill/source/global_variables.cpp
project/flood-fill/source/player.cpp
project/flood-fill/source/ground_plane.cpp
project/flood-fill/source/debug_player.cpp
project/flood-fill/source/cinematic_player.cpp
#project/flood-fill/source/demo_level.cpp
project/flood-fill/source/box.cpp
project/flood-fill/source/level_design.cpp
project/flood-fill/source/border.cpp
project/flood-fill/source/fluid_projectile.cpp
project/flood-fill/source/fluid_box.cpp
project/flood-fill/source/water_surface.cpp
project/flood-fill/source/water_surface_manager.cpp
project/flood-fill/source/level_template.cpp
#project/flood-fill/source/temp_level.cpp
project/flood-fill/source/test_level.cpp
project/flood-fill/source/void_voxel.cpp
project/flood-fill/source/solid_cube.cpp
project/flood-fill/source/regular_polygons_render.cpp
project/flood-fill/source/textured_polygons_render.cpp
project/flood-fill/source/water_render.cpp
project/flood-fill/source/normal_map_render.cpp
project/flood-fill/source/player_hand.cpp
project/flood-fill/source/water_stream_render.cpp
project/flood-fill/source/water_particle_render.cpp
project/flood-fill/source/camera_polygons_render.cpp
project/flood-fill/source/debug_render.cpp
project/flood-fill/source/action_invisible_block.cpp
project/flood-fill/source/winning_block.cpp
project/flood-fill/source/switch.cpp
project/flood-fill/source/active_terrain.cpp
project/flood-fill/source/color_change.cpp
project/flood-fill/source/shadow_occluder_render.cpp
project/flood-fill/source/normal_map_border_render.cpp
project/flood-fill/source/tutorial_level.cpp
project/flood-fill/source/tunnel_level.cpp
project/flood-fill/source/boss_level.cpp
project/flood-fill/source/text_render.cpp
project/flood-fill/source/menu_item.cpp
project/flood-fill/source/page.cpp
project/flood-fill/source/menu.cpp
project/flood-fill/source/switch_page_button.cpp
project/flood-fill/source/level_button.cpp
project/flood-fill/source/list_button.cpp
project/flood-fill/source/billboard_text_render.cpp
project/flood-fill/source/exclamation.cpp
#Header Files
#project/flood-fill/headers/main_level.hpp
project/flood-fill/headers/global_variables.hpp
project/flood-fill/headers/player.hpp
project/flood-fill/headers/ground_plane.hpp
project/flood-fill/headers/debug_player.hpp
project/flood-fill/headers/cinematic_player.hpp
#project/flood-fill/headers/demo_level.hpp
project/flood-fill/headers/box.hpp
project/flood-fill/headers/level_design.hpp
project/flood-fill/headers/border.hpp
project/flood-fill/headers/fluid_projectile.hpp
project/flood-fill/headers/fluid_box.hpp
project/flood-fill/headers/water_surface.hpp
project/flood-fill/headers/water_surface_manager.hpp
project/flood-fill/headers/level_template.hpp
#project/flood-fill/headers/temp_level.hpp
project/flood-fill/headers/test_level.hpp
project/flood-fill/headers/void_voxel.hpp
project/flood-fill/headers/solid_cube.hpp
project/flood-fill/headers/regular_polygons_render.hpp
project/flood-fill/headers/textured_polygons_render.hpp
project/flood-fill/headers/water_render.hpp
project/flood-fill/headers/normal_map_render.hpp
project/flood-fill/headers/player_hand.hpp
project/flood-fill/headers/water_stream_render.hpp
project/flood-fill/headers/water_particle_render.hpp
project/flood-fill/headers/camera_polygons_render.hpp
project/flood-fill/headers/debug_render.hpp
project/flood-fill/headers/action_invisible_block.hpp
project/flood-fill/headers/winning_block.hpp
project/flood-fill/headers/switch.hpp
project/flood-fill/headers/active_terrain.hpp
project/flood-fill/headers/color_change.hpp
project/flood-fill/headers/shadow_occluder_render.hpp
project/flood-fill/headers/normal_map_border_render.hpp
project/flood-fill/headers/tutorial_level.hpp
project/flood-fill/headers/boss_level.hpp
project/flood-fill/headers/tunnel_level.hpp
project/flood-fill/headers/text_render.hpp
project/flood-fill/headers/menu_item.hpp
project/flood-fill/headers/page.hpp
project/flood-fill/headers/menu.hpp
project/flood-fill/headers/switch_page_button.hpp
project/flood-fill/headers/level_button.hpp
project/flood-fill/headers/list_button.hpp
project/flood-fill/headers/billboard_text_render.hpp
project/flood-fill/headers/exclamation.hpp
### Engine Files ###
#Source Files
project/engine/source/tiny_obj_loader.cc
project/engine/source/mesh.cpp
project/engine/source/shader.cpp
project/engine/source/object.cpp
project/engine/source/camera.cpp
project/engine/source/scene.cpp
project/engine/source/load_manager.cpp
project/engine/source/level_manager.cpp
project/engine/source/director.cpp
project/engine/source/game_object.cpp
project/engine/source/time_manager.cpp
project/engine/source/bounding_box.cpp
project/engine/source/collision_manager.cpp
project/engine/source/collision_object.cpp
project/engine/source/light.cpp
project/engine/source/material.cpp
project/engine/source/render_engine.cpp
project/engine/source/material_manager.cpp
project/engine/source/image.cpp
project/engine/source/texture.cpp
project/engine/source/lodepng.cpp
project/engine/source/render_element.cpp
project/engine/source/sound.cpp
project/engine/source/plane.cpp
project/engine/source/render_grid_item.cpp
project/engine/source/render_grid.cpp
project/engine/source/render_texture.cpp
project/engine/source/fbo.cpp
project/engine/source/text_shader_utils.cpp
project/engine/source/FontAtlas.cpp
project/engine/source/FontEngine.cpp
project/engine/source/text.cpp
#Header Files
project/engine/headers/GLIncludes.h
project/engine/headers/tiny_obj_loader.h
project/engine/headers/debug_macros.h
project/engine/headers/mesh.hpp
project/engine/headers/shader.hpp
project/engine/headers/object.hpp
project/engine/headers/camera.hpp
project/engine/headers/scene.hpp
project/engine/headers/load_manager.hpp
project/engine/headers/level_manager.hpp
project/engine/headers/director.hpp
project/engine/headers/game_object.hpp
project/engine/headers/time_manager.hpp
project/engine/headers/bounding_box.hpp
project/engine/headers/collision_manager.hpp
project/engine/headers/collision_object.hpp
project/engine/headers/light.hpp
project/engine/headers/material.hpp
project/engine/headers/render_engine.hpp
project/engine/headers/material_manager.hpp
project/engine/headers/uniform_3d_grid.hpp
project/engine/headers/image.hpp
project/engine/headers/texture.hpp
project/engine/headers/lodepng.h
project/engine/headers/sound.hpp
project/engine/headers/render_element.hpp
project/engine/headers/plane.hpp
project/engine/headers/render_grid_item.hpp
project/engine/headers/render_grid.hpp
project/engine/headers/render_texture.hpp
project/engine/headers/fbo.hpp
project/engine/headers/text_shader_utils.h
project/engine/headers/FontAtlas.h
project/engine/headers/FontEngine.h
project/engine/headers/text.hpp
)
target_link_libraries(main
${ALL_LIBS}
)
# Xcode and Visual working directories
set_target_properties(main PROPERTIES XCODE_ATTRIBUTE_CONFIGURATION_BUILD_DIR "${CMAKE_CURRENT_SOURCE_DIR}/project/")
create_target_launcher(main WORKING_DIRECTORY "${CMAKE_CURRENT_SOURCE_DIR}/project/")
create_default_target_launcher(main WORKING_DIRECTORY "${CMAKE_CURRENT_SOURCE_DIR}/project/")
SOURCE_GROUP(Shaders "project/flood-fill/shaders/.*glsl$" )
if (NOT ${CMAKE_GENERATOR} MATCHES "Xcode" )
#Copying new resources to the build folder
add_custom_command(
TARGET main POST_BUILD
COMMAND ${CMAKE_COMMAND} -E copy_directory "${CMAKE_CURRENT_SOURCE_DIR}/project/flood-fill/shaders" "${CMAKE_CURRENT_BINARY_DIR}/flood-fill/shaders"
)
add_custom_command(
TARGET main POST_BUILD
COMMAND ${CMAKE_COMMAND} -E copy_directory "${CMAKE_CURRENT_SOURCE_DIR}/project/flood-fill/objects" "${CMAKE_CURRENT_BINARY_DIR}/flood-fill/objects"
)
add_custom_command(
TARGET main POST_BUILD
COMMAND ${CMAKE_COMMAND} -E copy_directory "${CMAKE_CURRENT_SOURCE_DIR}/project/flood-fill/textures" "${CMAKE_CURRENT_BINARY_DIR}/flood-fill/textures"
)
add_custom_command(
TARGET main POST_BUILD
COMMAND ${CMAKE_COMMAND} -E copy_directory "${CMAKE_CURRENT_SOURCE_DIR}/project/flood-fill/fonts" "${CMAKE_CURRENT_BINARY_DIR}/flood-fill/fonts"
)
add_custom_command(
TARGET main POST_BUILD
COMMAND ${CMAKE_COMMAND} -E copy_directory "${CMAKE_CURRENT_SOURCE_DIR}/project/flood-fill/config-files" "${CMAKE_CURRENT_BINARY_DIR}/flood-fill/config-files"
)
add_custom_command(
TARGET main POST_BUILD
COMMAND ${CMAKE_COMMAND} -E copy_directory "${CMAKE_CURRENT_SOURCE_DIR}/project/flood-fill/sounds" "${CMAKE_CURRENT_BINARY_DIR}/flood-fill/sounds"
)
#Copying the compiled project to the project folder, out of the build directory
add_custom_command(
TARGET main POST_BUILD
COMMAND ${CMAKE_COMMAND} -E copy "${CMAKE_CURRENT_BINARY_DIR}/${CMAKE_CFG_INTDIR}/main${CMAKE_EXECUTABLE_SUFFIX}" "${CMAKE_CURRENT_SOURCE_DIR}/project/"
)
elseif (${CMAKE_GENERATOR} MATCHES "Xcode" )
endif (NOT ${CMAKE_GENERATOR} MATCHES "Xcode" )